jagheterjan
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Everything posted by jagheterjan
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Looks like a kit bash of two something elses actually.
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How to reacquire British Armed Forces?
jagheterjan replied to Guy LeDouche's topic in ARMA 2 & OA - GENERAL
It's because copying and redistributing the installer is violating BIS' license that comes with the installer and we all that we legally own the game agreed to. -
And for this you had to dig up a thread almost two years old? Way to go!
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http://www.youtube.com/watch?v=GWcPGwqeyQ4 godspeed you! black emperor - 'alleluja! don't bend! ascend! new album. i like it.
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VBS2/3 Discussion thread - the one and only
jagheterjan replied to Placebo's topic in ARMA 3 - GENERAL
Right, so you think you can help us out with item #3? btt? -
VBS2/3 Discussion thread - the one and only
jagheterjan replied to Placebo's topic in ARMA 3 - GENERAL
I'd be curious to know as well. -
FHQ WIP Thread (contains lots of images)
jagheterjan replied to Alwarren's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The M24E1 *is* the XM2010 and vice versa, the former being the original program name for the Army's M24 replacement program and the latter being the name of the Remington design which was entered in the M24E1 bidding. Remington won the bidding and XM2010 Enhanced Sniper Rifle subsequently became the official program name after contracts were finalised in late 2010. The outcome of the M24E1 program was meant to be optimized for the .300WinMag Mk 248 cartridge from the start, so that's why the XM2010 in Army use comes with a short-throw action chambered for .300WM only. -
New York Roleplay (Syndicate Game Network)
jagheterjan replied to Gunny197's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
From the forum rules you agreed to just days ago: and from Rockstar's EULA as currently available on their website (http://www.rockstargames.com/eula): Now I've searched the EULA for a couple minutes for the line where it says their assets/models are exempt from this last line. Could you kindly put my nose on that line? -
Plain White Map [Request]
jagheterjan replied to Nicholas's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Look again, the request thread is the first stickied one from the top in this very sub forum. -
Fuzzy's Carpack
jagheterjan replied to fuzzysquirrel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Doesn't mean a poop if others steal too. At BIF you have to either do all the work yourself or at least obtain proper rights to other peoples' stuff *before* working on it. Reported. -
Battleye Banned me. Can Someone Please Unban me.
jagheterjan replied to Jakekelley2's topic in BOHEMIA INTERACTIVE - GENERAL
Apply common sense -> Google -> visit website -> do what needs to be done -
Battleye Banned me. Can Someone Please Unban me.
jagheterjan replied to Jakekelley2's topic in BOHEMIA INTERACTIVE - GENERAL
The only ones able to help are the people at BattlEye. -
Is this GEO LOD Component too complex?
jagheterjan replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
It will fail the very moment O2 registers a polygon with more than four edges. -
You won't find any reference to that viewport shader outside of the BIwiki for the simple reason BIS never released the shader to the general public.
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Addon Developer Workshop
jagheterjan replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks pretty solid already. The lower half of the intake lip seems to sit a wee bit too high on the z/up axis though, making the intake lip look a bit squished. -
Default sizes/dimensions for buildings etc..?
jagheterjan replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
No idea, never did any buildings for ArmA and like I wrote before, I highly doubt such list exists. If you check the first link you'll notice how the character's LOS above the imaginary rifle is exactly one meter above ground when the player is kneeling and about 1,4 meters when standing. If you model accordingly and allow for a couple centimeters of clearance between the sill and the muzzle on the up axis, there shouldn't be a problem. The rest is eyeballing plausible dimensions and taking artistic liberties. -
Default sizes/dimensions for buildings etc..?
jagheterjan replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
No such list exists afaik, but using the BIki entry for the sample character's dimensions here: http://community.bistudio.com/wiki/Soldier_model_proportions and the ArmA sample character itself here: http://community.bistudio.com/wiki/ArmA:_Sample_Models it should be fairly easy to work out the correct dimensions. -
Mod sorting ingame (Editor)
jagheterjan replied to gty14's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Not without help from the respective mod makers. -
Exclude ambient shadow map from animations
jagheterjan replied to [frl]myke's topic in ARMA 2 & OA : MODELLING - (O2)
Thats correct, but the AS map will not have shadows on the wheels that are cast from the main vehicle body, so the undesirable effect you've describted is gone. If you do not have a hipoly wheel to bake from, then it'd probably be too much effort for very little effect and just deleting the wheels out of the AS map would be the way forward. In any case, you cannot stop the AS map from rotating with the wheel.- 5 replies
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- ambient occlusion
- ambient shadow
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Exclude ambient shadow map from animations
jagheterjan replied to [frl]myke's topic in ARMA 2 & OA : MODELLING - (O2)
Easy - hide everything that shouldn't be in the bake and only then bake a (separate) ambient occlusion map so you have only the moving parts present in the map that would otherwise be shadowed by static parts of the mesh. Then do another bake for all the parts that were hidden in the previous bake. This way, you can layer the various AO maps in GIMP or whatever image editing software you use and better control the effect. Or 'explode' the mesh for the bake - a little more fiddly to set up, but you only have to render once. In 3ds max, you can also use Material IDs to separate objects within a mesh, but I have no idea if this is true for Blender as well, never really worked with it.- 5 replies
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- ambient occlusion
- ambient shadow
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In my age it was up to the application developers and how (well) they implemented the DirectX API into their code that determined performance and the graphical fidelity of screen output, but yeah - nowadays you just add some fancy acronym to your feature list and your software instantly turns into pure awesomeness. /irony
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PC Discussion Thread II - All PC related discussion goes here.
jagheterjan replied to Placebo's topic in OFFTOPIC
Yes, I owned three of them. All of them broke after about six months. In all cases it was the supporting structure that held the mouse wheel in position - it broke away from the main body, causing the mouse wheel and associated buttons to go inop and sending shards of plastic into the mouse, causing all sorts of annoyances. I used the mouse mainly for work in 3ds max and Mudbox which tend to put quite some strain on the middle mouse button and wheel. Third time it happened, I went for a Logitech G500. Never looked back once. -
What Celery so eloquently hints at is the simple yet astounding fact he's in the middle of doing ALL the villages. On ALL the greek islands. In ALL the Mediterraneans. Make us proud, Celery!
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UV Map Workflow Questions
jagheterjan replied to vasf_jeffs's topic in ARMA 2 & OA : MODELLING - (O2)
Cheers Theo & Messiah, that's what I was hoping for :) -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
jagheterjan replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The mod is working fine for the vast majority of us. Instead of trolling you could help us helping you by providing more info - what version are your ArmA, TeamSpeak and ACRE installs, what Windows are you running, how did you go about installing everything?